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Star Realms Solo Challenges
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Star Realms is an excellent little deck-building game that has a variety of strategies thanks to the various factions used in the game.
The first two promo sets (Gambit) each came with a solo and co-op card. This added a lot more opportunity for 1 player games.
When the phone app was released I was pretty certain the physical game would drop down in popularity and it would disappear.

To give myself, and the members of the 1 Player guild an opportunity to use their physical decks before oblivion, I decided to create some Challenges using the Nemesis Beast solo card.


These were scattered throughout the Solitaire Games on your Table and 1 Player Guild forums.
So I have combined them here in a single Geeklist with a few little tweaks to the rules to make them more cohesive.
There is also a campaign addition, to play the first four challenges together.

EDIT: There are now challenges for The Pirates of the Dark Star and some ShaunGamer created solo cards like the Replicators and Shadows.

In each item is a link to the original Challenge and any questions and answers about Challenge, as well as the Results.
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1. Board Game: Star Realms [Average Rating:7.64 Overall Rank:80] [Average Rating:7.64 Unranked]
Shaun Austin
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Star Realms Challenge #1
You have just escaped from the Aidar sector, where a Nemesis Beast has destroyed all opposition and hatched a new generation of Breeders.
You are still new to this Sector but you did help some Star Empire refugees escape the Beast, so you do have allies.
However One of the New Breeders is heading your way.

Can you mount a defense in time to prevent History from repeating itself?
Will you be able to defeat this Nemesis Beast?


Your Challenge is to play the Nemesis Beast Scenario with the following rules:

Choose a Star Empire Card from the Trade Deck of Value 4 or less before you shuffle the deck and lay out the trade row.
Add it to your Personal Deck before shuffling.
The Value of the card, is the number of turns that a trade embargo is in play.
During the embargo all Star Empire Cards cost one less than the marked Value. Yes, Value 1 Cards are FREE!
All other Faction Cards cost one more than the marked value.
Faction-less cards like the Explorer or Merc Destroyer cost their normal value.
When the embargo ends, all card costs return to their marked values.
No Gambit Cards may be used.

Your score is the Authority left at the end of the Game.

Campaign Rule:
If you have any Blob Cards in your Deck at the end of the Game, you may choose one of them (of any value) for the second Challenge instead of the normal starting card of value 4 or less.

Link to original Challenge
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2. Board Game: Star Realms: BGG Store Promo Set One [Average Rating:7.30 Unranked] [Average Rating:7.30 Unranked]
Shaun Austin
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Star Realms Challenge #2
You have been instrumental in defeating nemesis Beasts in a number of sectors but your last battle was an astonishing loss.
You were betrayed and only just managed to escape from the Belmond sector, where a Nemesis Beast has destroyed all opposition and hatched a new generation of superior Breeders.
Your reputation has been damaged although the Blobs that escaped with you, are doing their best to repair it.
However One of the New Breeders is heading your way.

Can you continue to defend the Alliance?
Will you be able to defeat this Nemesis Beast?



Your Challenge is to play the Nemesis Beast Scenario.
Note there are a few new rules for play and scoring:

Choose a Blob Card from the Trade Deck of value 4 or less before you shuffle the deck and lay out the trade row.
Add it to your Personal Deck before shuffling.

The Value of the card, is the number of turns that a trade embargo is in play.
During the embargo all Blob Cards cost one less than the marked Value. Yes, Value 1 Cards are FREE!
All other Faction Cards cost one more than the marked value.
Faction-less cards like the Explorer or Merc Destroyer cost their normal value.
When the embargo ends, all card costs return to their marked values.

New Rule
The Value of the Card also determines the starting Authority of the Nemesis Beast.
The starting Authority is equal to 50 plus double the Value of the Card.
e.g. If you start with a Blob Destroyer (4) then the starting Authority is 58.

No Gambit Cards may be used.
Your final score is your Authority minus the Nemesis Beast's Authority at the end of the Game.

Campaign Rule:
If you have any machine Cult Cards in your Deck at the end of the Game, you may choose two of them (of any value) for the third Challenge instead of the normal starting cards of value 4 or less.

Link to original Challenge
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3. Board Game: Star Realms: Promo Set Two [Average Rating:7.20 Unranked] [Average Rating:7.20 Unranked]
Shaun Austin
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Star Realms Challenge #3
You have been instrumental in defeating Nemesis Beasts in a number of sectors and you have been commandeered to lead the defense of the Cathlor sector.
Once again a Nemesis Beast has destroyed all opposition and hatched a new generation of larger Beasts.
One of these Monsters is heading your way.
Everyone is relying on you.
Can you continue to defend the Alliance?
Will you be able to defeat this Nemesis Beast?


Your Challenge is to play the Nemesis Beast Scenario.
Note there are a few new rules for play and scoring:

Choose two Machine Cult Cards of value four or less from the Trade Deck before you shuffle the deck and lay out the trade row.
Add the Cards to your Personal Deck before shuffling.

As everyone is your friend and relying on you, their is no Embargo in this Challenge.

New Rule
The Value of the Machine Cult Cards determines the starting Authority of the Nemesis Beast.
The starting Authority is equal to 50 plus double the Values of the Card.
e.g. If you start with a Machine Cult Battle Station (3) and a Machine Cult Missile Bot (2) then the Beast's starting Authority is 60.

Place two Explorer Cards face down in front of the Nemesis Beast. Yes, the Beast Starts the game with three Attack on its first turn.

No Gambit Cards may be used.
Your final score is your Authority minus the Nemesis Beast's Authority at the end of the Game.

Campaign Rule:
If you have any Trade federation Cards in your Deck at the end of the Game, you may choose one of them (of any value) for the fourth Challenge instead of the normal starting card of value 4 or less.

Link to original Challenge
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4. Board Game: Star Realms: Gambit Set [Average Rating:7.23 Unranked] [Average Rating:7.23 Unranked] [Average Rating:7.23 Unranked]
Shaun Austin
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Star Realms Challenge #4
You have been instrumental in totally destroying the new generation of Nemesis Beasts from the Cathlor sector.
However the Delta sector is demanding your help and the Trade federation has made a deal to secure your services defending their Barter Worlds.
This has lead the other factions to distrust your motives.
One of these Monsters is now heading your way.
Everyone is relying on you.
Can you continue to defend the Alliance?
Will you be able to defeat the Nemesis Beast?



Your Challenge is to play the Nemesis Beast Scenario.
Note there are a few new rules for play and scoring:

You may choose a Trade Federation Ship Card of value four or less and must take the Trade Federation Base card "Barter World" from the Trade Deck before you shuffle the deck and lay out the trade row.

If you chose a Ship Card, add it to your Personal Deck before shuffling.
Place the "Barter World" into play.

The Highest Value of the chosen cards, is the number of turns that a trade embargo is in play. For example if you took the Flagship with the Barter World the Embargo is 6 (from the Flagship).
During the embargo all Trade Federation Cards cost one less than the marked Value. Yes, Value 1 Cards are FREE!
All other Faction Cards cost one more than the marked value.
Faction-less cards like the Explorer or Merc Destroyer cost their normal value.
When the embargo ends, all card costs return to their marked values.

New Rule
The Value of the Trade Federation Cards determines the starting Authority of the Nemesis Beast.
The starting Authority is equal to 50 plus double the Values of the Cards.
e.g. If you start with the Barter World (4) and a Federation Shuttle (1) then the Beast's starting Authority is 60.

Place two Explorer Cards face down in front of the Nemesis Beast. Yes, the Beast Starts the game with three Attack on its first turn.

No Gambit Cards may be used.
Your final score is your Authority minus the Nemesis Beast's Authority at the end of the Game.

The End of the campaign.
Add up scores from all Challenges to get your final result!

Link to original Challenge
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5. Board Game: Star Realms [Average Rating:7.64 Overall Rank:80] [Average Rating:7.64 Unranked]
Shaun Austin
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Townsville
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This Challenge is not part of a Campaign.

Star Realms Challenge #5
You have been instrumental in eliminating a horde of Nemesis Beasts from the Galaxy.
However a new menace has entered Sector Elijah ... The Replicators!
Can you continue to defend the Alliance?
Will you be able to defeat this new enemy?


Your Challenge is to play the Replicators Solo Scenario as shown below.

Note the rules for scoring:
Your final score is your Authority minus the Replicator's Authority at the end of the Game.

REPLICATORS
Full details here: Star Realms Replicators


The File below includes 10 Replicator Warship Tokens although you can make your own.
4 x Defense 5
2 x Defense 6
2 x Defense 7
2 x Defense 8

Pdf with Card and full counter set:
Replicators.pdf

Link to original Challenge
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6. Board Game: Star Realms: BGG Store Promo Set One [Average Rating:7.30 Unranked] [Average Rating:7.30 Unranked]
Shaun Austin
Australia
Townsville
Queensland
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Star Realms Challenge #6

Thanks to you, the Nemesis plague has been repelled and the endangered sectors have been cleared.
But after the dust settled a new threat has emerged.
The Pirates of the Dark Star have increased their raids on the central systems and are penetrating further into civilized space.
It has been discovered that a network of spies have been infiltrating the security fleets and bringing organizations to their knees with saboutage and deception. Picking the best cargoes for interception by their Raiders and sending the escorts with unwanted convoys.
The Trade Federation seems to be affected the most and have selected you to help clear the Pirates from their space.
Can you Hunt down the spies while defending yourself from the sneak raids?
Will you be able to defeat the Pirates of the Dark Star?


Your Challenge is to play the Pirates of the Dark Star Scenario.

Note there are a few new rules for play:
You must choose a Trade Federation Ship card of value four or less from the Trade Deck before you shuffle the deck and lay out the trade row.
Add the card to your Personal Deck before shuffling

Take three tokens to represent the Spies hidden in the Trade Federation Forces.
Trade Federation cards cost one more than the marked Value while a Spy token is in play.
However, When you purchase a Trade Federation card from the Trade row, you may remove a Spy token.
Everytime a Trade Federation card enters the Trade row, you lose Authority equal to the number of spy tokens in play. (This does not include the initial set up of the trade row).
If multiple Trade Federation cards enter the trade row then you lose Authority for each card.
e.g. When the Pirate's effect from the Machine Cult replaces the Trade row.

Note the rules for scoring:
Your final score is your Authority minus the Pirate's Authority at the end of the Game.

Challenge ends Midnight 15 May 2015

You can use any tokens to represent the Pirates Spies but here is a link to some simple counters made for the challenge!

Link to original Challenge
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7. Board Game: Star Realms: Gambit Set [Average Rating:7.23 Unranked] [Average Rating:7.23 Unranked] [Average Rating:7.23 Unranked]
Shaun Austin
Australia
Townsville
Queensland
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Star Realms Challenge #7

The Pirates of the Dark Star are not happy.
You have removed their three highest operatives from the Trade Federation causing that particular network to self destruct in the resulting confusion.
The Pirates of the Dark Star have intensified their efforts against the Machine Cult and conquering Outposts around the inner sectors.
The Machine Cult have selected you to help clear the Pirates from their space and disrupt the spy network that is crippling them so much.
Can you Hunt down the spies while defending yourself from the sneak raids?
Will you be able to defeat the Pirates of the Dark Star?


Your Challenge is to play the Pirates of the Dark Star Scenario (Physical game copy from the Gambit set).
Note there are a few new rules:

Take the Mech World Base card from the Trade Deck and place it with the Pirates of the Dark Star.
You must choose a Machine Cult Ship card of value four or less from the Trade Deck before you shuffle the deck and lay out the trade row.
Add the card to your Personal Deck before shuffling

You must defeat the Mech World card before you can attack the Pirates of the Dark Star.
When you defeat the Mech World, add it to your discard pile instead of scrapping it.

Take four tokens to represent the Spies hidden in the Machine Cult Forces.
Machine Cult cards cost one more (only one) than the marked Value while any Spy token is in play.
However, when you purchase a Machine Cult card from the Trade row, you may remove a Spy token.
Everytime a Machine Cult card enters the Trade row, you lose Authority equal to the number of spy tokens in play.
(This does not include the initial set up of the trade row). The loss of Authority is sabotage within your own ranks does not count as an attack.
If multiple Machine Cult cards enter the trade row then you lose Authority for each card that enters.
e.g. The Pirate's effect from the Machine Cult.

Your final score is your Authority minus the Pirates of the Dark Star's Authority at the end of the Game.

You can use any tokens to represent the Pirates Spies but here is a link to some simple counters made for the challenge!


Link to original Challenge
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8. Board Game: Star Realms [Average Rating:7.64 Overall Rank:80] [Average Rating:7.64 Unranked]
Shaun Austin
Australia
Townsville
Queensland
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Star Realms Challenge #8

Ships have been disappearing from the Fringe for years.
What do you expect when you venture into unexplored space on the edge of the Galaxy.
However now there are more insistent rumors of something out there.
Multiple ships are disappearing including powerful Dreadnoughts and even Space Stations.
Proof of a malignant influence is accumulating, with the final transmissions from the lost vessels indicating an enemy presence.
And probably the most damning proof is the dark indistinct image from Fortress Oblivion before contact was lost.


Now we know that there is something unknown out there.

You have been charged with investigating the events and bringing these "Shadows" under control.
Will you be able to defeat this menace and make the Fringe safe again?

Your Challenge is to play the Shadows Scenario.

The Shadows.pdf

Note there are a few extra rules:

Take the two Battle Station Outpost cards and the Fleet HQ Base card from the Trade Deck and place them with the Shadows.
You must choose a Ship card of cost value six (6) from the Trade Deck before you shuffle the deck and lay out the trade row.
Add the Ship card to your Personal Deck before shuffling

You must defeat the Battle Station cards before you can attack the Shadows.
When you defeat the Battle Station cards, scrap them.
When you defeat the Fleet HQ card, add it to your discard pile instead of scrapping it.

Your final score is your Authority minus the Shadow's Authority at the end of the Game.

Good luck to everyone! thumbsup

Link to original Challenge.
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9. Board Game: Star Realms: BGG Store Promo Set One [Average Rating:7.30 Unranked] [Average Rating:7.30 Unranked]
Shaun Austin
Australia
Townsville
Queensland
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Star Realms Challenge #9

The Pirates of the Dark Star are frustrated by their defeat by Star Realms Commanders.
You have countered their four highest operatives from the Machine Cult causing mayhem and madness within their ranks and crippling the network.
The Pirates of the Dark Star have diverted resources to maintain their hold over the Star Empire and its resources.
Meanwhile the Star Empire have finally realized the dire situation they are in. Their Fleet HQ seems to be fully compromised with no way of rectifying the situation from within.
They have selected you to remove the Pirates from their space and take back control of Fleet HQ.
Can you Hunt down the spies while defending yourself from the sneak raids?
Will you be able to defeat the Pirates of the Dark Star?


Your Challenge is to play the Pirates of the Dark Star Scenario (Physical game copy from the Gambit set).

Note there are a few new rules:

Take the Fleet HQ Base card from the Trade Deck and place it with the Pirates of the Dark Star.
You must choose a Star Empire Ship card of value three or less from the Trade Deck before you shuffle the deck and lay out the trade row.
Add the card to your Personal Deck before shuffling

You must defeat the Fleet HQ card before you can attack the Pirates of the Dark Star.
You must remove the first spy before you can defeat the Fleet HQ. The first spy has control of the Base defenses.
When you defeat the Fleet HQ, add it to your discard pile instead of scrapping it.


Take Five tokens to represent the Spies hidden in the Star Empire Forces.
Star Empire cards cost one more (only one) than the marked Value while any Spy token is in play.
However, when you purchase a Star Empire card from the Trade row, you may remove a Spy token.
Everytime a Star Empire card enters the Trade row, you lose Authority equal to the number of spy tokens in play.
(This does not include the initial set up of the trade row). The loss of Authority is sabotage within your own ranks and does not count as an attack.
If multiple Star Empire cards enter the trade row then you lose Authority for each card that enters.
e.g. The Pirate's effect from the Machine Cult.

Your final score is your Authority minus the Pirates of the Dark Star's Authority at the end of the Game.
You then remove 5 Authority for each Spy still in play, to get your adjusted Score.
You can use any tokens to represent the Pirates Spies but here is a link to some simple counters made for the challenge!


Link to original Challenge
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10. Board Game: Star Realms [Average Rating:7.64 Overall Rank:80] [Average Rating:7.64 Unranked]
Shaun Austin
Australia
Townsville
Queensland
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Star Realms Challenge #10

You have been very successful in your battles with the Pirates of the Dark Star.
They are aggravated beyond belief by your success and ruthless in their pursuit of your downfall.
They have had their longest serving operatives removed from within the Star Empire by your meddling, collapsing decades of infiltration and planning.
Their forces are depleted by the battles and incursions in to the Icarus Sector.
The Pirates have resorted to their final massive advantage ... a pact with the Blob Overlords that border their home sector.
Meanwhile the other Blob Overlords have sent a secret emissary to assist you in the imminent conflict.
Unfortunately they will not be able to support you until you have defeated the three Pirate Overlords.
They have elected to help you purify their ranks and remove any odious alliances from their worlds.
Can you destroy the overlords while defending yourself from their sneaky raids?
Will you be able to defeat the Pirates of the Dark Star?

Your Challenge is to play the Pirates of the Dark Star Scenario (Physical game copy from the Gambit set).

Note there are a few new rules:

Take the three(3) Blob Wheel Base cards from the Trade Deck and place them with the Pirates of the Dark Star.
You must choose a Blob Ship card of value two or less from the Trade Deck before you shuffle the deck and lay out the trade row.
Add the card to your Personal Deck before shuffling

You must defeat the Blob Wheels before you can attack the Pirates of the Dark Star.
Each Blob Wheel is the command base for a Blob overlord.
When you defeat a Blob Wheel it is scrapped immediately.

You cannot purchase Blob cards while any Blob Wheel is in play.
Everytime a Blob card enters the Trade row, the Pirates gain Authority equal to 2x the number of Blob Wheels in play.
(This does not include the initial set up of the trade row).
If multiple Blob cards enter the trade row then the Pirates gain Authority for each card that enters.
e.g. The Pirate's effect from the Machine Cult.

Your final score is your Authority minus the Pirates of the Dark Star's Authority at the end of the Game.


Challenge ends Midnight 11 September 2015

Link to the original Challenge.
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11. Board Game: Star Realms [Average Rating:7.64 Overall Rank:80] [Average Rating:7.64 Unranked]
Shaun Austin
Australia
Townsville
Queensland
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Star Realms Challenge #11
You have been instrumental in chasing the Pirates of the Dark Star from the Civilized worlds.
Hopefully they will take there business elsewhere and never return.

However an old menace has returned to the Kanopus Sector ... The Replicators!
You know how menacing these Aliens can be, so you quickly commandeer two units from the local faction.
Unfortunately this has put you in a bad light and the faction is reluctant to send more resources your way.
You are exceedingly confident that you will be able to win the fight by allying with the other factions but ...
Can you continue to defend the Alliance?
Will you be able to defeat this enemy again?


Your Challenge is to play the Replicators Solo Scenario as shown below.

Note there are a few new rules:
You may choose two cards, of any single faction, from the Trade Deck before you shuffle the deck and lay out the trade row.
Use these cards to replace the Vipers in your Personal Deck before shuffling.
Any future purchases of thats factions cards will cost 2 more than normal, so choose wisely.

The Replicator Mothership starts with three level 8 Replicator Counters already deployed.

Note the rules for scoring:
Your final score is your Authority minus the Replicator's Authority at the end of the Game.

REPLICATORS
Full details here: Star Realms Replicators


The File below includes 10 Replicator Warship Tokens although you can make your own.
3 x Defense 5
2 x Defense 6
2 x Defense 7
3 x Defense 8

Pdf with Card and full counter set:
Replicators.pdf

Replicators Android Solo App

Link to the original Challenge.
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12. Board Game: Star Realms: Gambit Set [Average Rating:7.23 Unranked] [Average Rating:7.23 Unranked] [Average Rating:7.23 Unranked]
Shaun Austin
Australia
Townsville
Queensland
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Star Realms Challenge #12

The Pirates of the Dark Star are at it again!
They have given up on being stealthy and subvertive and have recruited a large fleet of Raiders to take over the Lumineer sector by brute force.
Unfortunately the inhabitants of this Sector do not know you and are reluctant to aid you without monetary compensation!
However you find a Trade Federation Captain who is aware of your reputation and has organized an alliance with his faction.
The Pirates are a lot stronger and intelligence tells you they will attack Lumineer in two waves.
It is imperative you convince another faction to help you.

Will you be able to maintain your reputation and defeat the Pirates of the Dark Star?


Your Challenge is to play two linked games of the Pirates of the Dark Star Scenario.
Note there are a few new rules for play and scoring:

First game:
Choose a Trade Federation Card from the Trade Deck of Value 4 or less before you shuffle the deck and lay out the trade row.
Add it to your Personal Deck before shuffling.
Double the value of the card to get the number of turns, that a trade embargo is in play.
For example if you take the Trade Federation Shuttle(1), the Embargo lasts for 2 turns, if you take the Trade Federation Embassy Yacht(3), the Embargo lasts for 6 turns.

During the embargo all Trade Federation Cards cost one less than the marked Value. Yes, Value 1 Cards are FREE!
All other Faction Cards cost one more than the marked value.
Faction-less cards like the Explorer or Merc Destroyer cost their normal value.
When the embargo ends, all card costs return to their marked values.

Your score for the first round is your Authority minus the Pirates of the Dark Star's Authority at the end of the Game.

Before you discard your first round deck and set up for the second game, remove the Trade Federation card you chose for the first round and set it aside.
You must also choose a non-Trade Federation Card from your deck of Value 4 or less and set it aside.


Second game:
Set up for the second Game as normal.
Add the two cards you set aside, to your Personal Deck before shuffling.
Add the Value of the two cards to get the number of turns, that a trade embargo is in play.
For example if you take the Trade Federation Shuttle(1) and a Blob Destroyer(4), the Embargo lasts for 5 turns.

During the embargo all Cards of the Set aside factions cost one less than the marked Value. Yes, Value 1 Cards are still FREE!
All other Faction Cards cost TWO more than the marked value.
Faction-less cards like the Explorer or Merc Destroyer cost their normal value.
When the embargo ends, all card costs return to their marked values.

Your score for the second round is your Authority minus the Pirates of the Dark Star's Authority at the end of the Game.

You then add both rounds scores together to get the Total Score for the challenge.

No Gambit Cards may be used but you may use ships and bases from the Fleets & Fortresses or Bases & Battleships Crisis packs.

Link to original Challenge.
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13. Board Game: Star Realms: Colony Wars [Average Rating:7.98 Overall Rank:272] [Average Rating:7.98 Unranked]
Shaun Austin
Australia
Townsville
Queensland
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Weaponise Demons - For a brighter tomorrow!
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The road to Hell is paved - by Argent energy
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Star Realms Challenge #1 2017
After attaining Hero status in numerous sectors for defeating Pirates, Nemesis Beasts, Shadows and Replicators you have retired to the Mentaline sector where you are largely unknown.
The Mentaline sector is full of Blob worlds with massive Orbital factories and even some colony worlds on the outer rim.
Unfortunately some of the new Breed of Nemesis Beast have been hiding in this sector, waiting for the opportunity to emerge.
One of them is heading directly to you and your home ...

Can you defend the Sector?
Will you be able to defeat this Nemesis Beast?



Your Challenge is to play the Nemesis Beast Scenario.
Note there are a few new rules for play and scoring:

Choose a Blob Card from the Trade Deck of value 4 or less before you shuffle the deck and lay out the trade row.
Add it to your Personal Deck before shuffling.

The Value of the card, is the number of turns that a trade embargo is in play.
During the embargo all Blob Cards cost one less than the marked Value. Yes, Value 1 Cards are FREE!
All other Faction Cards cost one more than the marked value.
Faction-less cards like the Explorer or Merc Destroyer cost their normal value.
When the embargo ends, all card costs return to their marked values.

New Breed Rule
The Value of the Card also determines the starting Authority of the Nemesis Beast.
The starting Authority is equal to 50 plus 4X the Value of the Card.
e.g. If you start with a Blob Destroyer (4) then the starting Authority is 66.
e.g. If you start with a Battle Pod (2) then the starting Authority is 58.


You may also use the following expansions:
Star Realms: Colony Wars
Crisis: Bases and Battleships
Crisis: Fleets and Fortresses

Your final score is your Authority minus the Nemesis Beast's Authority at the end of the Game.

Link to original Challenge
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14. Board Game: Star Realms [Average Rating:7.64 Overall Rank:80] [Average Rating:7.64 Unranked]
Shaun Austin
Australia
Townsville
Queensland
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Weaponise Demons - For a brighter tomorrow!
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The road to Hell is paved - by Argent energy
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Star Realms Challenge #2
2017

The entire Mentaline sector has been over run by Nemesis Beasts.
An organized retreat to the Nubiede Sector has been called where it is hoped the highly mechanized forces, can combat the organic based Nemesis Beasts.
However the Scarabos AI world has taken over all Machine Cult Assets in the area, converting them to SmashMechs.
You must defeat the SmashMechs Infectors and free the Machine Cult from their tyranny.

Can you return the Machine Cult to power?
Will you be able to defeat the SmashMechs?



Your Challenge is to play the SmashMechs of Scarabos Scenario.
Note there are a few new rules for play and scoring:

You start with a standard player deck of 8 Scouts and 2 Vipers.

You may also use the following expansions:
Star Realms: Colony Wars
Crisis: Bases and Battleships
Crisis: Fleets and Fortresses

Your final score is your Authority minus the SmashMech's Authority at the end of the Game.

SmashMechs of Scarabos

You can use the scrapped Machine Cult cards as SmashMech Tokens or any other marker you have handy.
There is also a pdf with the card and tokens.
SmashMechsofScarabos.pdf

Link to original challenge
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15. Board Game: Star Realms: Colony Wars [Average Rating:7.98 Overall Rank:272] [Average Rating:7.98 Unranked]
Shaun Austin
Australia
Townsville
Queensland
flag msg tools
designer
Weaponise Demons - For a brighter tomorrow!
badge
The road to Hell is paved - by Argent energy
mbmbmbmbmb
Star Realms Challenge #3 2017
You have successfully cleared the Nubiede Sector of SmashMechs and the Machine Cult is in your debt.
They have agreed to aid you in preparing an assault on the Nemesis Beasts in the Mentaline sector and even use their gate technology to transport a base to act as a center of operations.
You have a lot of resources at your disposal but the Nemesis Beasts have also had time to prepare.

Can you take back the Sector?
Will you be able to defeat this Nemesis Beast?




Your Challenge is to play the Nemesis Beast Scenario.
Note there are a few new rules for play and scoring:

Choose a Machine Cult ship from the Trade Deck of value 4 or less before you shuffle the deck and lay out the trade row.
Add it to your Personal Deck before shuffling.
OPTIONALLY, Choose a Machine Cult Base or Outpost from the Trade Deck of any value before you shuffle the deck and lay out the trade row.
Add it to your Personal Deck before shuffling.

The Value of the ship card, is the number of turns that a trade embargo is in play.
During the embargo all Machine Cult Card cost one less than the marked Value. Yes, Value 1 Cards are FREE!
All other Faction Cards cost one more than the marked value.
Faction-less cards like the Explorer or Merc Destroyer cost their normal value.
When the embargo ends, all card costs return to their marked values.



New Breed Rule
The Value of the Ship card also determines the starting Authority of the Nemesis Beast.
The starting Authority is equal to 50 plus 2X the Value of the Card.
e.g. If you start with a Patrol Mech (4) then the starting Authority is 58.
e.g. If you start with a Missile Bot (2) then the starting Authority is 54.


Base Transport Rule
The Value of the Base card also determines the starting Power of the Nemesis Beast.
The starting Power is equal to half the Value of the Base card rounded down.
Take a number of cards equal to the power, from the bottom of the Trade Deck and place it face down in front of the Nemesis Beast.
e.g. If you start with a Battle Station (3) then the starting Power is one.
e.g. If you start with a Junkyard (6) then the starting power is three.


You may also use the following expansions:
Star Realms: Colony Wars
Crisis: Bases and Battleships
Crisis: Fleets and Fortresses

Your final score is your Authority minus the Nemesis Beast's Authority at the end of the Game.

Link to current Star Realms Challenge: Star Realms Challenge #3 2017
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